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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8669973" data-attributes="member: 82106"><p>Sure, I think its fair to say that forgone conclusions are not the sort of thing that we want to come up in play anyway!</p><p></p><p>Sure, but so what? I mean, just looking at a d20, you have a possibility of 20:1 against you and 1:20 for you. If one single toss of the dice decides everything, that's still 94% defeat, 5% victory, and 1% ties (roughly). That seems FAIRLY lop-sided. I mean, a requirement to toss 3 dice and get 3 sixes would mean you would win 1 in 216 times, less than with the d20, but still in terms of what games care about both are "you won't do this often." So, I agree in principle that a plain old d20 can't produce very low success probability outcomes on its own. I'm just not sure it matters, and I'd generally think you want more chances than one anyway.</p><p></p><p>So, yes, D&D models things with 2 numbers, but it still gets to the same point. Beyond that, offense generally DOES grow for fighters, though usually in a more step-wise fashion (IE you get a magic item that adds a big increment of damage bonus at some point). Obviously D&D fighters are a bit of a bodge too, they really don't have a very good incremental damage increase mechanism that is built in (there are bonus attacks, but they too are very big discrete steps at only a few levels).</p><p></p><p>I'm not sure what it is in your RQ example that wouldn't be very similar in many D&D fights. I mean, I will agree with you that some systems model things such that modest changes in a skill (or something similar) will produce non-linearly better odds of success. This should be pretty easy to achieve in a d20 or similar system, you simply need to apply it through some sort of mechanics (IE a non-linear skill bonus or something like that).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8669973, member: 82106"] Sure, I think its fair to say that forgone conclusions are not the sort of thing that we want to come up in play anyway! Sure, but so what? I mean, just looking at a d20, you have a possibility of 20:1 against you and 1:20 for you. If one single toss of the dice decides everything, that's still 94% defeat, 5% victory, and 1% ties (roughly). That seems FAIRLY lop-sided. I mean, a requirement to toss 3 dice and get 3 sixes would mean you would win 1 in 216 times, less than with the d20, but still in terms of what games care about both are "you won't do this often." So, I agree in principle that a plain old d20 can't produce very low success probability outcomes on its own. I'm just not sure it matters, and I'd generally think you want more chances than one anyway. So, yes, D&D models things with 2 numbers, but it still gets to the same point. Beyond that, offense generally DOES grow for fighters, though usually in a more step-wise fashion (IE you get a magic item that adds a big increment of damage bonus at some point). Obviously D&D fighters are a bit of a bodge too, they really don't have a very good incremental damage increase mechanism that is built in (there are bonus attacks, but they too are very big discrete steps at only a few levels). I'm not sure what it is in your RQ example that wouldn't be very similar in many D&D fights. I mean, I will agree with you that some systems model things such that modest changes in a skill (or something similar) will produce non-linearly better odds of success. This should be pretty easy to achieve in a d20 or similar system, you simply need to apply it through some sort of mechanics (IE a non-linear skill bonus or something like that). [/QUOTE]
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